View Full Version : Command & Conquer Red Alert: A Path Beyond - Ore Refinery
Aircraftkiller 01-02-2006, 07:49 AM Runs around 7,900 polygons (Without the Ore Truck), uses 15 256x texture maps. Made for Red Alert: A Path Beyond at http://www.apathbeyond.com
http://www.apathbeyond.com/updates/refinery.jpg
http://www.apathbeyond.com/updates/refineryinterior.jpg
I'm curious if there's anything I missed in the development here. I'd love some opinions on what it looks like and if there's anything I can improve in the future.
| |
dreamsunlimited
01-02-2006, 04:04 PM
good work. i like ur texturing and lighting but u can still work more on lighting part. some areas in shadow are too dark.other than that good job.
Aircraftkiller
01-02-2006, 05:49 PM
I'll probably set the ambient lighting to around 20 to 30 to fix the darkness issue. It might also have something to do with my monitor being brighter than most (So I can see improperly blended textures in Photoshop) so I'll compensate a bit for that.
Duke of Holland
01-02-2006, 06:25 PM
Always loved the command and conquer-series, no crits from me. However, for what engine is this mod? Battlefield 2 or Renegade? Found two different engines :shrug:
So I'm a little confused :D
Aircraftkiller
01-02-2006, 08:05 PM
It started off in late 2002 as Renegade Alert, then after about 10 beta releases it became A Path Beyond last year. We wanted to move to the BF2 engine, but decided to stick with Renegade since it's only proper to finish off what we started there. This building is part of the many I redesigned for the Battlefield 2 version, so it's really pushing the limits for Renegade's W3D engine.
smurfbizkit2
01-03-2006, 12:21 AM
Its kinda hard to give a good crit without seeing full pictures, ie separate wireframe and texture renders.
From what I see, no real complaints about the inside of the Refinery. The outside though could use a lot of help. It looks very, very plain. The main brick texture has 0 details on it, even completely flat brick structures have forms of detailing. See this (http://www.ofb.net/~epstein/sl/0404/20040406-duct.jpg) or this (http://home.arcor.de/bernhard.baier/digialbum_demo/building/_640x480_/20000913_152904_pic_RingBook.htm) for an example of where you could go. Same goes with the roof and smoke stacks.
The Allied logo also needs work. It looks as if you're going for a shiny metallic look to it, however what would cause it to have all of those weird shadows? and not the surrounding area?
Can't crit the rest of the outside shot due to the wireframe covering it.
Aircraftkiller
01-03-2006, 01:11 AM
The bricks will have alpha detailing on them later on, that's a somewhat older render than the interior is (Which does utilize alpha detailing in places like the walls and floor) so it's lacking when it shouldn't be.
The Allied logo is identical to the Westwood version, using exactly the same texture that it and the GDI logo both share. I didn't bother changing that because it just doesn't look right to me when it's not a brushed metal appearance.
Havoc89
01-03-2006, 01:32 AM
Hey mate, havnt seen you in a while... doubt you even remember me but oh well.
Refinery is looks pretty awesome. My only complaint might be that ingame, the textures might look a little blurry. But I could be wronge. One thing that you could try is adding some artifical softshadowing. Just very light shadows surrounding places where you would see them. For example on the two exost towers up top, and where they meet the building, you could add very light shadows to try an manipulate soft-shadows. It could add a sence of realism, just dont go over board with it. I dont think BF2 acturally does that so it could help.
Could we see some renders that dont mix both finished and wireframe?
Good luck on the mod. Look forword to seeing more.
smurfbizkit2
01-03-2006, 02:20 AM
The bricks will have alpha detailing on them later on, that's a somewhat older render than the interior is (Which does utilize alpha detailing in places like the walls and floor) so it's lacking when it shouldn't be.
The Allied logo is identical to the Westwood version, using exactly the same texture that it and the GDI logo both share. I didn't bother changing that because it just doesn't look right to me when it's not a brushed metal appearance.
I am talking about giving it some weathering, different brick positioning, giving some detailing near the roof, etc. which alpha mapping won't do a thing for.
You actually think the current logo looks right? Westwood texture or not, it definitely looks out of place to me.
Aircraftkiller
01-03-2006, 02:33 AM
I'm not working in Generals where you can unfold a building, paint a texture on it and have it look like every brick is totally different. Renegade's engine doesn't handle textures anywhere near as well as it handles geometry, so I don't like to use more textures than I have to, or make them bigger than necessary. That brick texture is a standard tiling 256x map with no frills. The alpha detailing will add broken blocks, dirt, rust stains from the pipes underneath the front entrance, and grime on the smokestacks. If I actually unwrapped the building's exterior, it would require a 1024x or higher map in order to not look blurry in-game at any resolution with any texture setting.
As much as I'd love to paint it over and give it life in a way that Generals allows you to, I just can't do it with the engine. Even in engines like BF2 you'll see things like this, many of their large surface buildings look pretty bland since they can't add huge amounts of detail to it without an alpha map of some sort.
Duke of Holland
01-03-2006, 11:20 AM
As much as I'd love to paint it over and give it life in a way that Generals allows you to, I just can't do it with the engine. Even in engines like BF2 you'll see things like this, many of their large surface buildings look pretty bland since they can't add huge amounts of detail to it without an alpha map of some sort.
You can add much detail on large walls with the BF2-engine. You are using multiple textures, layered on top of eachother, namely: colour-layer, detail-layer (with normalmap), crack-layer (with normalmap) and a dirt-layer.
It all depends on howmany poly's you want to spend on it :scream:
CGTalk Moderation
01-03-2006, 11:20 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2009, Jelsoft Enterprises Ltd.